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Territory in Ashenmarch is never final — every holding on the map can be contested, and every contest is settled the same way it was won: by real kilometres. This page covers both sides of a siege, the hired steel that can tilt one, and the tools for planning your campaigns.

Anatomy of a siege

1

Overlap their land

Run a loop that crosses into a rival’s territory (at least ~50 m of your route inside it). The overlapping ground becomes contested — it highlights on the map and “breathes,” and both houses get a Herald dispatch.
2

The tug-of-war

Every run you make through the contested ground lowers the defender’s defence by your effort × the distance you covered inside it. Every run they make through it rebuilds defence by the same formula. Crossing one of their border Walls costs you extra (20% resistance, 50% for a Reinforced Wall).
3

The transfer

When defence reaches zero, the land transfers to you automatically — no separate claiming run. The Herald announces it to both houses.
Worked example: you invade a rival Village with a hard 4 km run, 2 km of it inside their ground at 1.5× effort — that’s 3 defence removed. The defender answers the next morning with an easy 3 km recovery jog through the same ground at 1.0× — 3 defence rebuilt. Stalemate. Sieges are won by whoever shows up more, harder.

Defending

You defend the same way you attack: run your contested ground. A few things tip the scales:
Build Walls on your borders before trouble arrives — an invader crossing a Reinforced Wall loses half the bite of that run. Keep your tiers high: a Citadel takes 30 fortification to grind down; an Outpost falls in an afternoon.
  • A Reinforcement Order (earned item) instantly repairs some defence on a route under attack — save them for emergencies.
  • A holding under siege pays no tribute until the siege is broken — an economic reason to respond quickly.
  • You can never lose your account or rank — only current territory. Land lost can always be retaken.

Sellswords (hired steel)

Gold can hire mercenaries — bounded help, never a substitute for effort (see the full costs):
  • A defensive garrison (◉ 500) reinforces one holding for 7 days — and can be hired for a holding already under siege.
  • An offensive company (◉ 750) strengthens one invasion march you actually run.
  • Both carry upkeep (◉ 50/day), and their strength is always capped below your weakest earned defence — steel bought with gold never outfights steel earned on the road.
Hiring any sellsword raises the Sellsword’s Mark: a visible pennant flies over your holdings, the Herald announces that your house took foreign steel, and rivals who strike you loot a bounty of up to +15% while the Mark stands. It clears 24 hours after your last contract ends. Hired help is real — and it paints a target.

Reading the map

  • Your own land carries a reserved outline colour so it’s always unmistakably yours.
  • A territory’s tier shows as its strength and degrades visually as defence drops — a faded holding is a vulnerable one.
  • Contested land is highlighted and “breathes”; the crimson treatment marks live combat.
  • Walls render as lines along the routes that built them.
  • Ghost territories are unclaimed AI-held land in your city — free to take, no siege required.
  • A tarnished pennant over a rival’s holding is the Sellsword’s Mark: they’ve hired steel, and they’re worth more to raid.

The War Council (planning your marches)

Open the War Council to chart a route toward a goal before you lace up, and save it as a named March:
  • Fortify — plots a loop through your own land that needs reinforcing (it favours your decaying ground).
  • Invade — heads toward a rival’s territory so your route contests it.
  • March — a straight distance goal, no particular target.
Saved marches live in the War Council: rename them, remove them, or pick March this route to bring one up on the map. You can also export a route to your phone or watch and complete it in the app you already use — when that activity syncs, it’s matched back to the march you planned.
Re-running a saved route is also how you maintain the Walls it built — the same route within ~50 m counts as maintenance.